- DjidaneMembre
- Nombre de messages : 1444
Age : 30
Localisation : Paris
Distinction : Héritier d'Alexdream (mais on l'aime quand même).
Lèche cul professionnel
et il aime ça!!!
Date d'inscription : 30/12/2008
[résolu] Un problème d'appel via évent . [résolu]
Lun 5 Avr 2010 - 15:04
Bonjours à tous
Nature du problème : Je n'arrive pas à appeler un certain script par évent
Description du probème :
1) J'utilise un script de gestion de stats qui est celui-ci :
Le script étant long , je vous donne que son mode d'emploi
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ◆ Attribute Point Stat Distribution - KGC_DistributeParameter ◆ VX ◆
#_/ ◇ Last Update: 2008/09/13 ◇
#_/ ◆ Translation by Mr. Anonymous ◆
#_/ ◆ Extended Annotation by Touchfuzzy ◆
#_/ ◆ Extended Updates by MrAnonymous & Touchfuzzy ◆
#_/ ◆ KGC Site: ◆
#_/ ◆ http://f44.aaa.livedoor.jp/~ytomy/ ◆
#_/ ◆ Translator's Blog: ◆
#_/ ◆ http://mraprojects.wordpress.com ◆
#_/-----------------------------------------------------------------------------
#_/ This script gives you the ability to completely change the way actors'
#_/ attributes are gained. This system allows for the player to distribute stat
#_/ points to actors which are gained upon level up.
#_/=============================================================================
#_/ ◆ script Commands ◆
#_/ These commands are used in "script" function in the third page of event
#_/ commands under "Advanced".
#_/
#_/ * gain_rp(ActorID, Value)
#_/ Increases the MaxRP of a given actor.
#_/
#_/ * reset_distributed_count(ActorID)
#_/ Resets the distributed RP of a given actor.
#_/
#_/ * call_distribute_parameter(ActorID)
#_/ Calls the Distribute Parameter screen for a given actor.
#_/
#_/=============================================================================
#_/ Install: Insert below KGC_ExtendedEquipScene and KGC_CustomMenuCommand.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#==============================================================================#
# ★ Customization ★ #
#==============================================================================#
module KGC
module DistributeParameter
# ◆ Distribution Tables ◆
# Here you may customize the costs and increase rates of specific parameters.
# The order in which these costs and increase rates are set are as follows:
# [IPC, IPSG, MAP, PCI, PSGI]
# Key:
# IPC = Initial Point Cost. This is how many AP it cost to buy the first
# point of this parameter.
#
# IPSG = Initial Point Stat Growth. This is how much the stat will go up with
# the first point of this parameter.
#
# MAP = Maximum Attribute Points. The maximum amount of AP that can be spent
# on this stat. You may also put a level based equation in this but
# remember that if you put in an equation it is IMPORTANT that you put
# quotation marks ("") around it and to use level in all lower case.
# Example: "level"
#
# PCI = Point Cost Increase. For every AP spent in this parameter the cost
# of this parameter increases by this amount.
#
# PSGI = Point Stat Growth Increase. For every AP spent in this parameter
# the number of points you gain in the stat increases by this much.
#
# Also, if you completely remove a line (e.g. ":hit => [1, 1, 20, 0.7],")
# it will remove it from the distribution screen altogether.
# Very useful if your project doesn't require a specific stat.
GAIN_PARAMETER = {
# Parameter IPC, IPSG, MAP, PCI, PSGI
:maxhp => [1, 30, 30, 0.4, 2], # Maximum HP
:maxmp => [1, 5, 30, 0.4, 0.5], # Maximum MP
:atk => [1, 2, 30, 0.4, 0.5], # Attack
:def => [1, 2, 30, 0.4, 0.5], # Defense
:spi => [1, 2, 30, 0.4, 0.5], # Spirit
:agi => [1, 2, 30, 0.4, 0.5], # Agility
:eva => [1, 1, 20, 0.7], # Evasion
:cri => [1, 1, 20, 0.7], # Critical
:odds => [1, 1, 5], # Luck (Chance of being targetted)
# ◆ AP Gain Rate ◆
# Added by Touchfuzzy.
# I added this in to the GAIN_PARAMETER tables so that you can use seperate
# equations for different characters and classes.
# This is the equation that determines your total AP gained every level.
# (Character Level to the 0.25th power + 2) * Level
# This causes you to start at 3 points per level and increase slightly over
# time.
# As an example if you wish to gain a static 3 points per level write it as
# :maxrpexp = "level * 3"
:maxrpexp => ["(level ** 0.25 + 2.0) * level"], # Max AP
} # <- Do not remove!
# ◆ Individual Actor Gain Parameter Tables ◆
# You may choose to manually specify an individual actor's gain parameters.
# To do so, use the same format as above GAIN_PARAMETER table but instead
# use PERSONAL_GAIN_PARAMETER [n] (Where n = Actor ID)
# Any parameter you do not set in this table will instead draw from the
# GAIN_PARAMETER chart.
#
# Example:
# PERSONAL_GAIN_PARAMETER[1] = {
# :maxhp => [2, 20, 50, 0.5, 5],
# :maxmp => [1, 10, 30, 0.3, 0.5],
# :atk => [1, 1, 30, 0.3, 0.5],
# :def => [1, 2, 30, 0.4, 0.5],
# :spi => [1, 2, 50, 0.5, 0.8],
# :agi => [1, 2, 30, 0.4, 0.6],
# :hit => [1, 1, 20, 0.7],
# :eva => [1, 1, 20, 0.7],
# :cri => [1, 1, 20, 0.7],
# :skill_speed => [1, 1, 20, 0.5],
# :item_speed => [1, 1, 20, 0.5],
# :odds => [1, 1, 5],
# :maxrpexp => ["(level ** 0.25 + 2.0) * level"]
# }
PERSONAL_GAIN_PARAMETER = []
# ★ Insert Custom Actor Gain Tables Below Here ★
# ★ Insert Custom Actor Gain Tables Above Here ★
# ◆ Class-Specific Gain Parameter Tables ◆
# You may choose to manually specify an entire class's gain parameters.
# To do so, use the same format as above GAIN_PARAMETER table but instead
# use CLASS_GAIN_PARAMETER [n] (Where n = Number of class in the database)
# Any parameter you do not set in this table will instead draw from the
# GAIN_PARAMETER chart. Also note that class gain parameters take the highest
# priority.
CLASS_GAIN_PARAMETER = []
# ★ Insert Custom Class Gain Tables Below Here ★
# ★ Insert Custom Class Gain Tables Above Here ★
# ◆ AP = Attribute Points. These settings are for the AP Distrubution Screen.
# VOCAB_RP appears at the top of the column which lists the AP cost of
# the parameter
VOCAB_RP = "Coût"
# VOCAB_RP_A appears next to where it lists your current and total AP.
VOCAB_RP_A = "PC"
# ◆ Parameter Labels ◆
# Allows you to change the text of Hit Ratio, Evasion, Critical, Skill
# Speed, Item Speed, and Odds (luck) on the distribution screen.
VOCAB_PARAM = {
:hit => "Précision", # Hit Ratio (Accuracy)
:eva => "Evasion", # Evasion
:cri => "Critique", # Critical
:skill_speed => "Vitesse Magie", # Skill Speed
:item_speed => "Vitesse Objets", # Item Speed
:odds => "Chance", # Odds (Luck)
} # <- Do not remove!
# ◆ Caption Text ◆
# These fields affect the text at the top of the distribution screen.
# Attribute name label.
AT_CAPTION = "Caractéristique"
# AP cost/rate label.
RT_CAPTION = "Bonus"
# Current AP ppent on given attribute label.
SP_CAPTION = "Total"
# Current status (right window) label.
CS_CAPTION = "Statut Actuel"
# ◆ Help Window Text ◆
# Text of the menu title for the AP Distribution Screen.
DISTRIBUTE_SCENE_CAPTION = "Caractéristiques"
# ◆ AP Gauge Colors ◆
# Allows you to change the color of the guages that appear under the stats
# side bar. The color can also be determined by a numerical expression.
# Example: GAUGE_START_COLOR = Color.new(255, 0, 0) <- This is red.
# This is the fill color for the early phase of the guage.
GAUGE_START_COLOR = 28
# This is the fill color for the late phase of the guage. (When full)
GAUGE_END_COLOR = 29
# ◆ Menu Command Button & Text ◆
# When USE_MENU_DISTRIBUTE_PARAMETER_COMMAND = true,
# the AP Distribution System is added to the menu under "Quit Game".
# When false, it does not. (Obviously)
USE_MENU_DISTRIBUTE_PARAMETER_COMMAND = false
# Allows you to change the text for this button on the main command menu.
VOCAB_MENU_DISTRIBUTE_PARAMETER = "Caractéristiques"
# ◆ Parameter Re-distribution ◆
# This affects whether the player can delevel the parameters that have
# been increased.
# true : Allows the player to reassign AP.
# false : Prevents the player from unassigning AP if set to false.
ENABLE_REVERSE_DISTRIBUTE = false
# ◆ AP in Status Window ◆
# Added by Mr. Anonymous.
# This toggle allows you to enable/disable the AP display on the status
# screen.
SHOW_STATUS_RP = true
# This toggle allows you to adjust the position of the AP display on the
# status screen. (If SHOW_STATUS_RP = true)
# 0. Below Actor's Face Image
# 1. Below Actor's Parameters
SHOW_STATUS_RP_POS = 1
# ◆ Extra Parameters in Status Window ◆
# Added by Mr. Anonymous.
# This toggle allows you to enable/disable the parameters for accuracy,
# evasion, and critical below the regular paramaters (STR, DEF, SPI, AGI)
SHOW_STATUS_EX_PARAMS = true
# ◆ Call DistributeParameter From Actor Status Window ◆
# Added by Mr. Anonymous.
# This allows you to change what key/button is pressed on the status window
# to shift to the DistributeParameter window.
# When set to nil, this is disabled. ( CALL_DISTPARAMKEY = Input::nil )
CALL_DISTPARAMKEY = Input::CTRL # On the keyboard, button X is the A key.
# ◆ Show Actor Graphic ◆
# Added by Mr. Anonymous.
# This toggle allows you to enable/disable the actor sprite in the Distribute
# Parameter window next to the actor name.
# true = Show the sprite.
# false = Do not show.
SHOW_SPRITE = true
end
end
#=============================================================================#
# ★ End Customization ★ #
#=============================================================================#
#=================================================#
# IMPORT #
#=================================================#
$imported = {} if $imported == nil
$imported["DistributeParameter"] = true
#=================================================#
module KGC::DistributeParameter
# Set up parameter array
PARAMS = [:maxhp, :maxmp, :atk, :def, :spi, :agi, :hit, :eva, :cri,
:skill_speed, :odds]
end
#=================================================#
2) J'essaye de l'appeler par event , j'utilise donc cette balise de code : call_distribute_parameter(1) où dans l'entre parenthèse se trouve l'ID du personnage .
3) Celui-ci affiche un message d'erreur :
Le voilà
Voici la ligne en question :
Grand merci à l'avance pour votre aide qui m'ai d'une grande importance
- ZangtherOldMembre
- Nombre de messages : 1711
Date d'inscription : 07/08/2009
Re: Un problème d'appel via évent .
Lun 5 Avr 2010 - 16:45
T'a essayé de le test dans un projet vierge ?
- DjidaneMembre
- Nombre de messages : 1444
Age : 30
Localisation : Paris
Distinction : Héritier d'Alexdream (mais on l'aime quand même).
Lèche cul professionnel
et il aime ça!!!
Date d'inscription : 30/12/2008
Re: Un problème d'appel via évent .
Lun 5 Avr 2010 - 16:58
Oui j'ai essayer (Il y a quelque minute XD ) , et le message d'erreur reste le même .
Je precise que le script peut être configurer pour se rajouter au menu et qu'il fonctionne dans cette forme là ...
Je precise que le script peut être configurer pour se rajouter au menu et qu'il fonctionne dans cette forme là ...
- Azuma-01Membre
- Nombre de messages : 94
Age : 31
Localisation : Amos
Distinction : aucune
Date d'inscription : 22/09/2009
Re: Un problème d'appel via évent .
Mar 6 Avr 2010 - 14:51
Avec ceci tu devrait être en mesure de régler le problème.
- Code:
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :next_scene_actor_index
#--------------------------------------------------------------------------
# * Alias Object Initialization
#--------------------------------------------------------------------------
alias aza_no_next_scene_actor_index_bug_fix initialize
def initialize
aza_no_next_scene_actor_index_bug_fix
@next_scene_actor_index = nil
end
end
- DjidaneMembre
- Nombre de messages : 1444
Age : 30
Localisation : Paris
Distinction : Héritier d'Alexdream (mais on l'aime quand même).
Lèche cul professionnel
et il aime ça!!!
Date d'inscription : 30/12/2008
Re: Un problème d'appel via évent .
Ven 9 Avr 2010 - 23:00
J'essaye sa et je te dit le résultat par EDIT ou nouveau message si quelqu'un répond ...
Merci à toi de ton aide en tout cas
Sa ne marche pas , merci quand même j'ai tout simplement trouver une autre solution !
Merci à toi de ton aide en tout cas
Sa ne marche pas , merci quand même j'ai tout simplement trouver une autre solution !
- ZangtherOldMembre
- Nombre de messages : 1711
Date d'inscription : 07/08/2009
Re: Un problème d'appel via évent .
Ven 9 Avr 2010 - 23:32
T'a essayé de chercher un autre endroit pour le script ? C'est peut être une erreur de copier / coller ?
- DjidaneMembre
- Nombre de messages : 1444
Age : 30
Localisation : Paris
Distinction : Héritier d'Alexdream (mais on l'aime quand même).
Lèche cul professionnel
et il aime ça!!!
Date d'inscription : 30/12/2008
Re: Un problème d'appel via évent .
Sam 10 Avr 2010 - 0:04
Non c'était encore plus *** .
J'ai retrouver l'endroit d'ou venait le script (bb-actif) , et j'ai vue qu'il fallais juste faire CTRL dans le menu Etat et non un appel de script ^^
J'ai retrouver l'endroit d'ou venait le script (bb-actif) , et j'ai vue qu'il fallais juste faire CTRL dans le menu Etat et non un appel de script ^^
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